Left 4 Dead 2

Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Console commands update_addon_paths and unload_all_addons can't be used while connected to a server.- Some custom UI's give the ability to change which add-ons are active from the in-game menu. Now those changes won't be applied until the player returns to the lobby or main menu.- Melee weapon scripts can optionally define the HUD icon data inside the script, similar to other weapons. See golfclub.txt for a format sample.- Fixed a rare crash in the Spitter attack.- Fixed a rare crash in bot navigation involving ladders.

Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Made all mutations accessible from the main menu

CRASH COURSE

Crash Course 1:- Fixed survivors being able to climb into infected-only territory from the top of the white truck in the early alley.- Survivors can no longer leave the map bounds near the riverfront.- Closed off a shortcut method to bypass the howitzer event.

Crash Course 2:- Survivors can no longer jump on the generators in the finale area.

DEATH TOLL

Death Toll 1:- Moved car near the tunnel entrance away from the drooping traffic light, as standing on parts of the car near the traffic signal could put you into a permanently stuck position.- Moved a traffic sign that allowed survivors to climb the drooping traffic light prop up to the top of the tunnel entrance.

Death Toll 2:- Added an infected ladder leading in to the upper pipe in the large drain room.- Survivors should no longer be able to cross the bridge-lowering event before the bridge has fully lowered.- Survivors should no longer be able to access the infected-only areas toward the end of the level. - Survivors should no longer be able to leave the playable areas of the map from the areas beyond the saferoom.

Death Toll 3:- Added "Checkpoint" flag to the nav square at the end of the intro saferoom to prevent versus rounds from starting when survivors stand next to the door.- Removed a nav square by the next-level saferoom door to prevent infected players from standing there to prevent the round ending.- Tweaked saferoom level transition trigger brushes to prevent infected players outside of the saferoom preventing the transition.

Death Toll 4:- Players can no longer access the right-hand corner just outside the starting saferoom. This is to address a permanent-stuck spot when the saferoom door is opened.- Survivors can no longer climb over the van in the ally leading to the onslaught area, which allowed them to skip most of the level.- Survivors should no longer be able to leave the map/enter infected-only areas outside of the onslaught even street.

Death Toll 5:- Made the roof of the picnic area inaccessible to survivors. This resolves an invincible spot.- Players can no longer jump on the electric box prop facing the water on the side of the lakehouse.

DEAD AIR

Dead Air 1:- Moved a bookshelf in front of the window in the second interior area (before the ladder climb) to prevent players from skipping parts of the level.

Dead Air 2:- Move the trailer below the office building out of jumping range to prevent players skipping the offices.

Dead Air 3:- Moved the fence and fence-climbing props at the entrance to the construction yard further back into the alleyway. - Several tweaks to the area near the construction yard to prevent survivors from setting off the barricade fire event before they enter the event arena.- Boarded up a window in the construction yard to address survivors accessing an invincible area.- Survivors should no longer be able to jump over the barricade.

Dead Air 4:- Infected players should no longer get stuck climbing over the rubble that divides the start of the map from the balcony leading to the escalator side .Dead Air 5:- Fixed a visual bug caused by a cube map being hidden inside of a prop.

BLOOD HARVEST

Blood Harvest 1:- Survivors should no longer be able to leave the map by jumping to the left toward the end of the rope bridge..

Blood Harvest 2:- It is no longer possible for survivors to climb in the vent above the alarm room.- Survivors can no longer stand on the horizontal pipes under the catwalk in the area following the alarm door event.- The high pipes along the sides of the train tunnel are no longer accessible to survivors.

Blood Harvest 4:- The roof of the starting safe room is no longer accessible to survivors..- Survivors can no longer jump on top of the Richardson Atlantic building.

Blood Harvest 5:-Removed some of the crossbeams in the hay storage building.

COLD STREAM

Cold Stream 1:- AI infected can now access the roof of the watchtower.- Survivors can no longer jump on top of the roof of the single-storey cabin at the far end of the area after the rope bridge.

Cold Stream 2:- It should no longer be possible for survivors to jump up to the top of the tunnel entrance pipe near the start of the map.- Survivors should no longer be able to jump over the fence on the bridge toward the end, skipping the barrel explosion event.- Changed the M60 spawns into weapon_item_spawn to be more mutation friendly.

Cold Stream 3:- The walls toward the back of the bridge (opposite of the direction players go to progress the level) are no longer accessible to survivors. This is to prevent survivors from getting into infected-only areas below the bridge, which they may not be able to escape from.- Changed the M60 spawns into weapon_item_spawn to be more mutation friendly.

Cold Stream 4:- Hooked up a quick conversation between the chopper pilot and the triggering survivor.

Today's update includes fixes that will be coming to the Xbox 360 in a future update.

Dead Center:The Hotel:- Made dropping between the top two floors much more difficult.

The Atrium:-Survivors should no longer be able to jump onto the vending machines near the start of the map, as AI infected could not see or path to this area.-Blocked Survivors being able to stand on the map placard, as this was a spot where infected could not path to.

Dark Carnival:The Highway:-Survivors should no longer be able to jump on top the truck near the ending saferoom, as AI infected are unable to attack survivors there.

The Fairgrounds:-Survivors can no longer climb on top of an early set of generator lights. -Made dumpster near the first warehouse session into a static prop to prevent grief blocking map progress.-The forklift near the entrance to the building leading to the silly slide has been removed.-Blocked survivors being able to stand on a maintenance structure near the back wall by the carousel, as AI infected were unable to see survivors if they zombie-hopped their way up there. -Blocked top of the back wall next to above for the same reason.-Blocked a hop up on a light post base where survivors in VS could glitch their way to 100% map completion.

The Coaster:-Blocked access to a stuck spot behind some stairs in the swan maintenance room. -Blocked survivors being able to jump on the shelf next to the stuck spot. Infected were unable to see survivors standing there.-Blocked being able to climb into the shelved swan in maintenance, as infected could not see survivors that were there. Additionally, it is very difficult to get out of it this swan once you're in.-Blocked access to the top of the truck just outside of the coaster area for survivors.-Blocked survivors from jumping on to several electric box props shortly before the coaster event, which could be used as invincible spots.-Blocked a method of climbing and skipping the roller coaster event start.

The Barns:-Blocked survivors being able to be knocked into the infected-only trash area next to the covered picnic area near the start. Players knocked over this fence could not make it back.

The Concert:-Blocked survivor access to the windows above the concert to remove an invincible spot.

SWAMP FEVER:Plank Country:-Added a bunch of dock props to break up a pair of invincible spots at the ferry panic event.

The Swamp:-Skipping the airplane event should now be much more difficult.

HARD RAIN:The Sugar Mill:-Blocked a hop-up onto some pipe-work that allowed survivors to skip the conveyor belt section.-Blocked access to a very tiny ledge opposite the elevator at the holdout event, which was an invinicble spot.

Mill Escape:-Blocked survivors being able to jump onto the roofs near the start which allowed them to avoid the sugar cane field altogether.

Town Escape:-Added a props to block access to a table in the restaurant, which was an invincible spot.-Blocked survivors being able to climb on top of the generator, another invincible spot.-Removed an invincible spot off the dock.

THE PARISH:The Waterfront:-Added a few props for infected to climb out from a garden area behind a wall, which had previously been inescapable.

The Park:-Blocked survivors from jumping on to the generator and the tops of the metal fences just after the park area, removing an invincible spot.-Blocked access to an out-of-map exploit area which was reachable by climbing an electrical box prop.

The Cemetery:-Blocked survivors getting on top of the white trucks near the end of the alarmed car lot, as these were invincible spots.-Blocked survivors from jumping the fence from the shed into inescapable infected-only territory following the bridge explosion.-Blocked players following the highway to the end of the map, which led to a spot where players could get under the map.

The Quarter:-Blocked being able to hop back up a one-way drop following the pool hall.-Blocked survivor access to the landing exiting the parade float event zone until the event itself has been started.-Blocked player infected from perching in a high window in the ending safe room, which could prevent a VS round from ending.

THE PASSING:The Riverbank:-Block infected ghost players in VS from getting under the map by crossing the bridge at the start.-Block infected from leaving map bounds by going beyond the first area, and slipping past the water kill brush.-Block survivors jumping the fence just after the first interior, allowing them to leave the map bounds.-Block an out-of-map exploit near the wedding party area.-Block an infected out-of-map exploit near the safe room.

The Port:-Survivors will no longer be able to stand on the indoor generator and access rooftop areas.

THE SACRIFICE:The Port:-Survivors will no longer be able to stand on the indoor generator and access the rooftop areas.

NO MERCY:The Apartments:-Adjusted player blocker for the corner drop safe-landing at the start to be slightly larger. -Added blockers to both air conditioning units near the start to prevent survivors from using them to skip the apartments.

COLD STREAM:Cut-Throat Creek:-Fixed a stuck spot in the rocks above the river tank fight.